Gamification in Secondary Education for English Subject: Effective Learning or Distracting Hype
List of Authors
Chong Bao Shin, Farina Izzati Kasim, Harshinipriyah Annaturie, Noor Hasinah Mohamed Subian, Nurul Ain Mohd Zairi, Sarfraz Aslam, Sonia Mohd Salehuddin, Vidhyalakshmi Gopalakrishnan
Keyword
Gamification, English education, classroom teaching, secondary education, TESL
Abstract
Living in a technology-driven world, students need to be exposed to the advances of technology and have experienced it as part of their learning process. With technology being very close to the lifestyle of the current generation, it would be very natural, convenient, and significant for them to use it as part of their learning tool while preparing them to excel in the Fourth Industrial Revolution (Industry 4.0) in the future. Furthermore, teachers are constantly finding ways to address student participation issues such as lack of confidence, shyness, anxiety, boredom, and mundaneness. This research aimed to evaluate how helpful gamification can be in learning English in a classroom setting. The main issue that needed to be answered was whether it was an effective learning tool or a distracting hype. From the feedback gathered from students and teachers in the study, it is indeed proven that gamification can be a great assistive tool to boost engagement in class and encourage active student participation. Gamification is able to address issues of shyness and lack of confidence in some students, therefore enabling them to participate well in their learning. When the teachers are able to strategically incorporate gamification into their lesson plan, student progress could be easily monitored from time to time to weigh its effectiveness. Students respond well with little to no disciplinary issues. This proves gamification isn’t a distracting hype and is an effective learning instrument that aids both teachers and students.